Gears of War 4 will have “Insane” level of Settings Option on PC

Gears of War 4 will feature “Insane” level of Settings on PC which will allow gamers to full advantage of modern hardware.

gears-of-war-4

The game’s technical director, Mike Raynor, has stated that these settings will allow this game to scale well with new hardware, allowing gamers to enjoy higher visual fidelity as they upgrade their systems in the future. It has also been confirmed that the game will support DirectX 12 Multi-GPU at launch.

“The game will scale with new hardware that will come out. You need a really high spec to get in there. It looks awesome, but it’s very GPU-hungry.”

If you are wondering what kind of hardware, you can check the system requirements here.

The Coalition has worked hard to make the best use out of DirectX 12 to improve the game’s performance, parallelizing the rendering system to run well on multiple CPU cores and multiple GPUs, allowing Gears of War 4 to play well on both low-end and high-end systems.

DirectX 12 is a big part of how we’re able to get additional performance out of the PC. The DX12 graphics API takes away a bunch of layers from the developer and hardware. It’s letting us have more direct control over what the GPU’s doing… We’ve completely parallelized the rendering system, meaning we’re utilizing and running more CPU cores. One big focus we had was to lower the simulation cost to give headroom for the GPU. A lot of games out there have monster GPU but get frame locked because you’re CPU bound. There’s a huge upper range we support with what we’ve done.

Below is the list of graphical settings that will be available in the PC version of Gear of War 4.

  1. Dynamic resolution scaling (turn on/off, pick a percentage)
  2. Enable async compute
  3. Enable tiled resources
  4. Lock/unlock frame limit
  5. Disable vsync
  6. Field of view
  7. Display performance stats
  8. Character texture detail
  9. World texture detail
  10. Effects texture detail
  11. Lighting texture detail
  12. Texture filtering (up to 16x anisotropic)
  13. Anti-aliasing quality
  14. Temporal AA sharpening
  15. Foliage draw distance
  16. World level of detail
  17. Character level of detail
  18. Motion blur quality
  19. Motion blur intensity
  20. Light shaft quality
  21. Light scattering quality
  22. Lens flare quality
  23. Bloom quality
  24. Shadow quality
  25. Capsule shadow quality
  26. Screen space shadow quality
  27. Ambient occlusion quality
  28. Ambient occlusion intensity
  29. Post process quality
  30. Screen space reflections
  31. Enable environment reflections
  32. Enable refractions
  33. Particle spawn rate
  34. Sharpening
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